Whimsical and confusing story with little to no cause effect or motivationally sound reasons for event occurrences. A nice cartoonish animation style, but not a lot of substance to hold on to.
The animation is great, and the story is very cute. The volume of the background music is pretty muted though.
The sort of relaxed pace you have set is good and the fact that the visuals can translate into any language is a major plus.
Good effort, solid presentation
Nicely done animation. Pacing sometimes felt like it waited just a beat or two too long before moving on in transitionary periods. The lack of sound really emphasized the feeling of 'hmmm... waiting a little bit too long for something to happen.' It doesn't destroy the work, but it certainly detracts from this feeling like a perfected product.
Also, you forgot to credit the Link's Awakening sound team for the use of the boss battle theme for your zombie bit.
Good luck and keep on making flashes.
Link's Awakening = Oracle of Seasons/Ages with a slightly worse quality. :P
I'll add that.
Needs a lot of work
Clearly this is the work of an aspiring flash maker, so let's not be entirely derogatory.
This game could use polish in every area.
There were issue in which objects that could not be seen were blocking the way. Jumping puzzles are meant to elicit skill on the part of the player, not showcase invisible walls from the start, generally you add these types of twists once the basics have been learned. Health gathering seems pretty unnecessary since once you pass the first enemy, it is incredibly difficult to actually make your character get hit by the enemies. I would recommend placing these in harder to reach locations or having fewer of them.
Mechanics: Not being able to jump while standing still makes no sense. Also, our hero apparently is wearing greased shoes. Fluidity in this regard is difficult to attain. In a platformer like this, you don't want too much slipping, but you also don't want your character to stop abruptly. This is a more difficult aspect that you will get once you watch a few of the classic successful platformers.
Sound Design: Picking up items, getting hit, maybe even jumping are usually associated with some sort of sonic influence. Try coding some sort of sound for these events, as the game feels empty without something acknowledging you actions (background music would be good too).
These are a couple of pointers. Keep trying at it and eventually you'll come up with a game that people enjoy. Don't be too discouraged by early failures, they're all a part of the process.
Very reminiscent of the Rippy's
Your background percussion could stand to be a bit more varied for the first minute or so and this rendition relies more on ambience than melody; but it still made me nostalgia.
Not really strange
Hardly strange, this uses a lot of common trance building techniques.
Still it's pretty good, with an interestingly panned melody.
Good solid production work, though the melodic panning can get to be a bit tiring for the ears on headphones.
Much better than the first iteration
Listening to that criticism on the first one made this one jive so much better. Really feeling the deserty atmosphere more than the previously used synths.
Gee thanks, but I wasn't really aiming for anything on the other one. I just made it for fun, thanks for the review anyways!
Foreground and background don't mesh
The foreground to background shift in color composition and texture is a little unsettling.
Doesn't your world look like that? I think the Matrix may have you, man...
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